for Commodore 64 7128^ Apple II series,
IBM PC and compatibles
Once in a Lifetime...
The Games in Canada. People all around the world have spent months, years
and, in the case of the athletes themselves, lifetimes preparing for this momen-
tous event. And now you can be a part of the excitement yourself . Not just by
sitting in front of your television. But by actually competing in computerized
simulations of these historic events. These seven simulations have been
designed with input from former U.S. Olympic Team contenders. And they are
so realistic they have been awarded the license from the U.S. Olympic Commit-
Select from four different collision courses — where every turn is a test of
reflexes, timing and nerves — in THE LUGE event.
Choose your own music and your own choreography when you enter the
FIGURE SKATING event. Muster all your strength and endurance to put
yourself ahead of the game in SPEED SKATING.
Go from to 60 in the lightning-fast DOWNHILL SKIING races — complete
with your own strategically placed video cameras. Make your way through one
of four progressively difficult courses in the SLALOM. Sail through the air in
the daring SKI JUMP. Or cross the threshold of pain in the CROSS COUNTRY
No matter which events you choose to compete in, one thing is certain: it's
going to take great practice, patience and plain old hard work to go for the Gold.
But you can do it. And what's more, you're going to have a great time trying!
Loading and Start Up
For Commodore 64®/12$™
• Set up your Commodore Computer as shown in the owner's manual. (Note:
For Commodore 128, set system to C64 mode.)
• Turn on your computer and disk drive.
• Plug a joystick into port #2. (Try the EPYX 500XJ joystick for record-
breaking scores!) (Note: For 2-player games, plug second joystick into Port
• Insert diskette into drive and type LOAD "*",8,1 and press RETURN.
A Note About Disk Swapping
Due to the scope, complexity and realism in THE GAMES — WINTER
EDITION, it takes up three sides of two disks. Remember to simply follow the
prompts on the screen when asked to load a particular side of a disk. The side
you are loading will always be facing up.
With the EPYX FASTLOAD™ cartridge
• Turn on the computer and disk drive
• Insert THE GAMES — WINTER EDITION disk into the disk drive, label side
• Press the C= (Commodore) key and the RUN/STOP key to load the program.
For the Apple® II series
• Set up your Apple computer II as shown in the owner's manual.
• Plug your joystick in as shown in the owner's manual or refer to the keyboard
command card for keyboard controls.
• Insert THE GAMES — WINTER EDITION disk into the disk drive, label side
• Turn on the computer.
For the IBM® PC and compatibles
• Set up your IBM PC or compatible as shown in the owner's manual.
• Plug your joystick in as shown in the owner's manual or refer to the keyboard
command card for keyboard controls.
• Insert your DOS disk into the disk drive (drive A on a two drive system), and
turn on your computer.
• When DOS is loaded, insert THE GAMES— WINTER EDITION disk into the
disk drive, label side up.
• Type the command GAMES, and press Enter to load the program.
A Word About the Music
If you have your sound system hooked up to your computer, you will most
definitely want to take advantage of it when playing THE GAMES — WINTER
Once the game is loaded, you will see the title screen, followed by the
From the OPTIONS SCREEN, if you select numbers 1 or 2, you will attend the
OPENING CEREMONIES before you actually begin the competition. After all
the events have been completed, you will also attend the CLOSING CERE-
MONIES. (See CLOSING CEREMONIES, page 15.)
The Opening Ceremonies
The first thing you'll notice is the city's magnificent skyline. You'll then
proceed to the stadium where you'll witness the legendary lighting of the Torch.
Amidst the patriotic and personal dreams of hundreds of thousands of partici-
pants and spectators, The Games are about to begin.
These are the five different OPTIONS, plus three viewing OPTIONS that you
can select from:
1 .) Compete in All Events
2.) Compete in Some Events
3.) Compete in One Event
4.) Practice One Event
5.) Number of Joysticks: 1 (2)*
6.) See World Records
7.) Opening Ceremonies
8.) Closing Ceremonies
To select an option: Move the joystick UP or DOWN to highlight the number
of your choice. Then press the FIRE BUTTON. Or select a number by using
the keyboard and then press RETURN.
* Be sure to indicate the number of joysticks by highlighting #5 and pressing
the FIRE BUTTON until the correct number reads on the screen. This way
the computer will always "know" which player is using which joystick.
Here's what you'll find within each option:
Competing in Events
When you select OPTIONS 1, 2, or 3, you will have the opportunity to enter the
names and countries of each contender.
To select your country: Choose from 17 countries. Simply move the joystick
to highlight the flag of the country of your choice.
Note: By pressing the FIRE BUTTON, you will hear the national
anthem of the country whose flag is highlighted.
To enter your name: Type your name from the keyboard and press RETURN.
To make deletions, corrections or additions simply use the normal word process-
ing keys. To clear all the names off the screen, press SHIFT and HOME
After all your selections are made: Press F7
Practice an Event
You will not need to enter your name or country here. Just select the event that
you wish to practice. Once you've completed a practice session, you will be
asked to if you want to practice the event again. Press " Y" on the keyboard to
answer "YES," "N" for "NO" (or use the joystick).
See World Records
Throughout all competitions your scores and times are carefully recorded. To
view them, select this option.
Opening and Closing Ceremonies
To watch either of the ceremonies again, select one of these options.
Daring. Unwavering skill. And a touch of winter
madness. That's what it takes to brave the searing
pace of one of the Games' most thrilling events:
You'll lie prone — feet first — on a sled that's technologically designed to
assault time. You'll strive to make the most of every curve, every straightaway
and — most of all — every muscle in your body. What a wild way to earn your
The Luge is a type of toboggan designed for the utmost in aerodynamic
efficiency. The Luge event takes place on a specially designed and constructed
refrigerated course. The courses range from 1000m in length for men to at least
700m for women with an average grade of 8 — 11%.
Though tobogganing began in the sixteenth century, lugeing itself began in the
late nineteenth century in the Alps. The first international race was in 1883 and
the first world championships were held in 1955. But it wasn't until 1964 that
The Luge was first included in the Winter Olympic Games.
Luge riders attempt to achieve the best possible speed, first by grabbing the
handles set into the starting position and rocking back and forth to create
momentum. Then, by digging spiked gloves into the ice for added speed as they
take off. And, finally, by correctly positioning themselves both in the luge and
on the track.
Choose a Course. To do this, highlight the desired course by moving the
joystick UP or DOWN. Then press the FIRE BUTTON.
Note: All contenders for a given Luge event must compete on
the same course.
Launch your Luge. Just as in the official event, you will have 30 seconds to
complete your launch. First position yourself on the launching area by pressing
the FIRE BUTTON to simulate grabbing the handlebars. Continue pressing the
button as you push the joystick FORWARD and BACK to build momentum.
When you're ready to shove off, release the FIRE BUTTON and press FOR-
WARD as fast as possible on the joystick.
Dig In. As soon as you launch yourself, dig your spiked gloves into the ice to
create additional momentum. To dig, tap the FIRE BUTTON quickly,
repeatedly — until you hit the steep launch ramp.
Steering. Move the joystick RIGHT or LEFT to steer in those directions.
You'll quickly learn that steering is very sensitive and how to go with the flow
of the track.
Note: All LEFT and RIGHT movements are relative to the
direction in which you're moving.
Rounding the Curves. Steer your luge to the inside of each curve to take
advantage of the shortest possible distance.
Speeding through the Straightaways. Keep your luge dead center on the
straightaways so that it doesn't "drift" up or down.
Keep an eye on the meters. At the bottom of the screen are three meters
labeled "Steer," Drift," and "Position." "Steer" tells you the direction you're
aiming. "Drift" lets you know if you're drifting too far. And "Position" gives
your distance from the sides of the track.
All Luge contenders compete for the fastest times. The contender with the
lowest time wins.
In order to get that leading edge here's a few things to keep in mind.
1 . Always study the course before you begin. Memorizing the order of the
turns will help you steer into them.
2. Keep one eye on the three indicators: STEER, DRIFT and POSITION.
3. Don't forget to "dig" from the time you shove off until you reach the steep
4. Stay away from the sides of the course. If you "bounce" off them, you will
lose critical time.
Poise. Poetry in Motion. Precision. Of all the
events, none undergo a closer scrutiny of skill,
technique and timing man Figure Skating. And
none are quite so breathtaking for the eye to behold.
As you take to the ice, your muscles are filled with
the excitement of knowing that this is your one big chance. And your mind is
filled with the precision moves and fluid grace you've been practicing for so
long. Your technique demonstrates your precision of line. Your choreography
shows off the release of your spirit. And it all comes together in what could best
be defined as true "art."
Figure Skating is probably the most artistic of all the events. It's performed in a
rectangular rink that should not measure less than 56 X 26m. And not more that
60 X 30m. The rink must also have a good sound system since each skater
provides his or her own musical background. The skates used for figure skating
must have blades that are about 3mm wide and a flat to concave bottom edge.
Apparel must be modest, yet allow for complete freedom of movement.
Historians believe that skating may be as much as 2,000 years old. But it
reached its height of popularity at the end of the seventeenth century in England
and France. The first world championships were held in 1896. And in 1908 the
first Olympic figure skating events took place in London.
Figure skaters arc judged in two separate areas: technical and artistic achieve-
ment. Technical points are awarded for the precision with which the skater
performs at least 8 standard movements. Artistic points are awarded for
Choose your Music. The first step in planning your figure skating routine is to
select your music. Here's how:
Move the joystick RIGHT or LEFT to choose the type of music for your
routine. Each musical piece is represented by one of the seven musical
instruments at the top of the screen. Press the FIRE BUTTON to make your
selection. Then wait a few seconds for the music to begin. As the music plays
you'll choreograph your moves to it.
Choreograph your Moves. Just as a real contender will, you must choreograph
your every move. Which means you'll select and set your moves to music.
Each of the silhouetted dancers represents a specific move. You will select your
moves in the same way you selected your music: by moving the joystick
RIGHT or LEFT until your selection is highlighted and then pressing the FIRE
BUTTON. A joystick icon in the lower right corner of the screen, shows you
exactly when to move the joystick to perform each of the moves. The length of
each musical piece allows you to select up to fourteen moves. To be eligible for
a top score, you must select at least one each of the 8 moves, and perform at
least 10 moves throughout your routine.
Listen carefully to the music because your moves will be timed to the point in
the music at the moment you selected it. And part of your score will be based
on how closely you followed your own choreography. Keep an eye on the
music meter at the bottom of the screen. The arrow on the meter tells you how
much music is remaining so you can space your moves out to "fill" the music.
If you decide to start the choreography procedure over, rapidly press
FORWARD twice on the joystick. When you have completed the choreo-
graphy to your satisfaction, press the FIRE BUTTON to allow the next player
to make his or her selections. When all the players have made their selections,
press the FIRE BUTTON again to begin the performance.
You are now ready to perform the figure skating routine you have choreo-
graphed for the judges. You must try to remember exactly the order and timing
of your choreography to come as close as possible to a perfect score.
To skate around the rink: Press the joystick LEFT to go left, RIGHT to
To perform a move: Press the joystick UP.
Note: Watch your timing and be careful to perform each move
exactly as you choreographed it.
The icons in the lower left corner of the screen, show you your current and
upcoming moves. Also, a timebar with colored arrow in the lower right portion
of the screen lets you know when to execute each move. Watch the arrow as it
changes to these colors:
YELLOW — means "There are more than two seconds until your next move."
GREEN — means "Execute your move at the right point in the music." (You
are within two seconds before or after the time to execute your move.)
RED — means "You are more than two seconds late to perform your move."
If you fall, press the FIRE BUTTON to start the move over again. When you
have completed all your moves or when the music ends, your skater will stop.
Press the FIRE BUTTON to view your score. To end your routine early, press
the FIRE BUTTON twice rapidly. Press the FIRE BUTTON again for the
next player's performance.
Your score is based on both your technical and artistic performance. The
technical score reflects how well you executed your moves. Your artistic score
is based on how closely your moves matched the timing of your original
choreography. The best possible score you could have is a 6.
For that winning edge here's a few things to keep in mind:
1 . When choreographing your moves, try to place them at memorable points in
the music. This will help you know just when to perform them.
2. Certain moves will be difficult to perform in sequence. Once you discover
which these are, avoid choreographing them together.
3. Practice. Practice. Practice.
Sheer, rock-hard strength. Legs of steel. And
unerring rhythm. These are the qualities that can
send you screaming past the competition at the
finish line in the Speed Skating races. You'll reach
speeds no other self-propelled athletes will ever
attain. Your nerves will be assaulted by the sight of your competition coming
up beside you. And your heart will race with every swing of your arm, every
thrust of your skates. But you keep going. Your body bent for optimum
thermodynamics. Skating for the Gold.
No other self-propelled athlete can gain as much speed as a champion speed
skater. Reaching speeds of up to 30 miles an hour, speed skaters can easily
overtake even the fastest track runners. Speed Skaters race two at a time,
counterclockwise around a track. Men compete in 500m, 5,000m, 1,000m,
1,500m and 10,000m races. Women race in 1,500m, 500m, 1,000m and 3,000m
The sport of Speed Skating goes back to twelfth century Holland where con-
tenders raced on the frozen canals. In the nineteenth century Speed Skating
caught on in the U.S., Canada and Scandanavia. The first World Championships
were held in Amsterdam in 1893. Men's Speed Skating was introduced to the
Olympics for the first time in 1924 and the women's event was finally included
Skaters compete for the fastest times. The skater with the lowest time wins.
Choose your Track. All competitors play on one of four tracks. First, use the
joystick to highlight the track of your choice. Then, press the FIRE BUTTON
to get into the skating screen.
Note: All contenders for the Speed Skating event must compete
on the same track.
At the Starting Line. The race starts the moment the gun goes off. But be sure
and watch the bottom of the screen. It will prompt you to get on your mark, get
ready, get set and — finally — to GO.
Racing. Press the joystick RIGHT and LEFT to thrust your arms and feet.
Timing and rhythmic movements are critical. The smoother your moves, the
faster you'll go. Press the joystick UP while moving LEFT and RIGHT to
skate up over the cross-over section of the track. Press the joystick DOWN
while moving LEFT and RIGHT to skate down over the cross-over section of
the track. If your skater falls, press the FIRE BUTTON to get him back on his
The lower your time, the closer you are to taking home the Gold.
1. When moving your legs left and right, remember: rhythm is everything.
2. Be sure to watch when another skater enters the cross-over section of the
3. Pace yourself from beginning to end to be sure to use your energy wisely.
The Skiing competition is divided into four
different groups: Downhill racing, the slalom,
ski jumping and cross country racing. We will
describe each of these events in greater detail in
the following sections.
Studies of rock drawings indicate that skis may have been used as a form of
winter travel as early as 3,000 BC. But it wasn't until the nineteenth century in
Norway that skiing was first developed as an organized sport. Skiing was
introduced in the United States in the 1840's and in the Alps in the 1880's. The
sport was first included in the Winter Olympics in 1924.
A free fall in white. A confidence in the forces of
gravity. A oneness with the mountain herself.
These are the qualities that differentiate a technical
racer from a gold medal winner. As you shove off
from the top of the mountain, the slope provides the
power. You simply go with it. Using your poles for balance. And your mind
for building the belief that this one is yours.
The downhill ski course is designed in such a way that there are no sharp ridges,
ledges, bumps or other obstacles. "Gates," which consist of two flags on either
side of the racing area, will mark the skier's course. And cameras can be
strategically placed throughout the course. Racers are judged by their times.
The lower their times, the better their scores.
Select your camera positions. There are four cameras in all. To place your
cameras along the course, simply move the joystick UP or DOWN to position
the camera icons and press the FIRE BUTTON to set them. When all four
cameras have been placed, press the FIRE BUTTON to place your racer at the
starting gate. If, for some reason, you don't want any cameras, skip this step by
pressing the FIRE BUTTON to proceed.
Note: Once cameras are set, all skiers will use the same camera
At the Starting Gate. To warm your player up before taking off, push the
joystick UP and DOWN. To shove off from the starting gate you must firmly
plant your poles into the snow. To do so, press the FIRE BUTTON.
Racing. Once you get going, continue to use your poles to gain speed. Also,
follow these directions:
To go into a tuck (speed up): Press the joystick UP.
To snowplow (slow down): Press the joystick DOWN.
To turn right: Move the joystick RIGHT.
To turn left: Move the Joystick LEFT.
To stop yourself once you fall: Pull BACK on the joystick.
Changing perspectives. You'll start out in first person perspective. But as you
reach each of your four cameras (indicated by red flags), the perspective will
change to a third person perspective. In the third person perspective, you'll
actually be watching yourself. As you ski beyond the field of view of each
camera, the perspective will change back to a first person perspective.
Flips. While in third person perspective (in front of the cameras), you'll be able
to show off. To do a flip, move the joystick LEFT or RIGHT while simultane-
ously holding down the FIRE BUTTON.
Downhill skiers compete for the fastest times. The skier with the lowest time
1 . Once out of the starting gate, use your poles repeatedly in the beginning to
gain as much speed as possible.
2. Cut your turns as close to the flags (or gates) as possible. This will help cut
down on your distance and speed up your time.
3. Take advantage of the straightaways to build speed by staying in the tuck
position as long as possible.
4. Try to memorize the course so you'll be totally prepared for each turn and
Speed. Control. And split-second timing. It's this
conflicting combination of speed and control that
makes the Slalom one of the most difficult of all the
skiing events. As you plunge down the mountain,
you must twist and turn at every flag. And as soon
as you recover from one challenge, you're immediately confronted with the next
— with never a second to catch your breath or relax your furious pace. Until
you hit the bottom. Waiting to find out your time. Waiting to see how it
compares to the others. Waiting to determine your chance for the Gold.
Unlike the downhill course, the slalom course twists and turns. So the contender
must perform precision turns around a number of strategically placed "gales"
(or flags). If the contender crashes into a flag, hits the sidelines or misses the
rhythm of the course, he or she faults and gets no score.
Select your Course. To choose from the four different courses, simply move
the "box" by pressing the joystick in the desired direction. As you can see, the
more flags on a course, the more difficult it will be.
Note: All contenders in a given race will compete on the same
At the Starting Gate. Press the FIRE BUTTON to bring your contender to the
starting gate. Then wait for the starter's gun (Get set, ready, Go!) and.. .you're
Racing. Be sure to pass ABOVE the first flag to get off to the right rhythm.
Then move the joystick UP and DOWN to avoid the flags and descend the
The slalom skiers compete for the fastest times. The skier with the lowest time
1. To increase your speed, press the FIRE BUTTON.
2. Stay as close to the flags as possible to reduce your distance — and your
3. Build up a tight rythm.
The Ski Jump
Daredevil bravery. Nerves of steel. And total
control. As the ski jumper hangs in mid-air, high
above the skyline, all sounds seem to halt for that
brief moment. All but the sound of the heart
pounding. As you ride through the air, form counts
for distance, angle counts for style points. Both timing and form are critical for
a flawless landing, and for a medal-winning score.
This thrilling demonstration sport combines nerves of steel with precision
placement. Plan your daredevil moves before you ski off the summit. Because
there's no lime for changing your mind when you're hanging in mid-air!
Down the Ramp. Follow the screen prompts to begin your jump. Then, as you
travel down the ramp, follow these instructions:
To crouch (speed up): Press the joystick UP.
To turn right or left: Move the joystick RIGHT or LEFT.
To jump: Press the FIRE BUTTON.
In the Air. While in the air, remember:
To lean backward: Press the joystick LEFT.
To lean forward: Press the joystick RIGHT.
To raise your arms: Press the joystick UP.
To lower your arms: Press the joystick DOWN.
To go into landing position: At a 45° angle hold down the FIRE
BUTTON until you hit the ground.
Changing Perspectives. You'll start out down the ramp in first person perspec-
tive. But as you jump off the ramp and into the air, the perspective will change
to a third person perspective. (Which means you will be able to see yourself.)
Your score is based on your style in the air and on your distance. To increase
your style points, keep your body at a 45 Q angle, and enter the landing position at
the last moment.
1. Don't jump too soon, you'll lose distance.
2. Don't jump too late, you'll lose form and control.
3. Keep your body at a 45° angle during the fall for the best possible score
4. Don't go into a landing position until the last possible second.
Cross Country Skiing
Endurance. Endurance. Endurance. It's you
against time. It's you against the perils of winter.
It's you against the mountain. In this lest of pure
physical prowess, nothing is on your side. Except
for an occasional surge of gravity when you reach a
dip in the course. Your heart speeds to its top capacity. Your adrenaline races.
Your every muscle is operating at peak performance levels. And still, even with
all this, it's going to take more to put you in first place. It's going to take all the
spirit you can muster. And then some.
Cross Country skiing is probably one of the most physically demanding sports in
the Games. Contenders are moving constantly and often against the forces of
gravity. If a contender stops for any more than four seconds, he or she immedi-
ately faults. The Cross Country course consists roughly of one-third uphill,
one-third downhill and one-third flat terrain. There should be no sudden sharp
changes of direction or slope to hamper the contender's rhythm.
Beginning. There will always be two racers on the screen at one time. If there
is only one player using a joystick, your computer will "ski" for the opponent.
Press the FIRE BUTTON to start the countdown.
Racing. When the countdown reaches "GO," begin skating by moving the
joystick RIGHT and LEFT, matching the position of your skier's legs.
Going Uphill. If you begin to lose momentum on the hills, you can "step up"
rather than ski up. To do so, hold the FIRE BUTTON down while continuing
to move the skier's legs back and forth.
Going Downhill. To build up extra speed on the downhill slopes, press the
FIRE BUTTON while moving the poles to double pole.
Cross country skiers compete for the fastest times. The skier with the lowest
1 1 t"n e* m / in c
1. Try to get a rhythmic motion going in your skier's legs by moving the
joystick LEFT, then quickly RIGHT
2. Don't jerk the joystick RIGHT and LEFT too quickly.
3. Don't let your skier stop — you need the momentum to win the race.
After each event the winning competitor's national anthem will play and the
three top winners' flags will appear. For each event, the gold medal winner will
receive 5 points. The silver medal winner will receive 3 points and the bronze
medal winner, 1 point. After all the events are finished, the contender with the
highest number of points is again rewarded and his national anthem played.
Note: To fast forward through any of the awards ceremonies,
press and hold down on the FIRE BUTTON.
The Closing Ceremonies
Once you complete the COMPETE IN ALL EVENTS option, you'll automati-
cally be invited to the CLOSING CEREMONIES. You'll return to the site of
the still burning Torch. Tension will mount as contenders await the final awards
ceremony — where bronze, silver and, of course, gold medals are the coveted
rewards. Finally, as the sun sets behind the glistening Canadian Rockies, you'll
see a spectacular fireworks display, marking the end of this truly awesome
event. It's now time to bid good-bye to the host city. And good-bye to one of
the most amazing spectacles of human strength and dignity: The Games.
SOUND AND MUSIC
SPECIAL THANKS TO
Authorized pursuant to 36 U.S.C. section 380.
Including more history making
competition and pagentry.
Official Licensee of the U.S. Olympic Committee
EPYX, Inc. warrants to the original purchaser of this EPYX software product that the medium on which this computer
program Is recorded Is free from defects in materials and workmanship for a period of ninety (90) days from the date
of purchase. This EPYX software program is sold "as is," without express or Implied warranty of any kind, and EPYX
is not liable for any losses or damages of any kind resulting from use of this program. EPYX agrees for a period of
ninety (90) days to either repair or replace, at its option, free of charge, any EPYX software product, postage paid,
with proof of date of purchase, at Its Factory Service Center.
This warranty Is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void If the
defect in the EPYX software product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS
WARRANTY IS IN LIEU OF ALL OTHER EXPRESS WARRANTIES AND NO OTHER REPRESENTATION OR CLAIMS OF
ANY NATURE SHALL BE BINDING ON OR OBLIGATE EPYX. ANY IMPLIED WARRANTIES APPLICABLE TO THIS
SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PUR-
POSE, ARE LIMITED TO THE NINEY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL EPYX BE LIABLE FOR
ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE OR MALFUNC-
TION OF THIS EPYX SOFTWARE PRODUCT.
Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of
liability may not apply to you . This warranty gives you specific legal rights, and you may also have other rights which
vary from state to state.
The Games and Fastload are trademarks of Epyx, Inc. Authorized pursuant to 36 U.S.C. section
380 V !988, Epyx, Inc. Commdore 128 is a trademark and Commodore 64 is a registered
trademark of Commodore Electronics Limited. Apple is a registered trademark of Apple Computer,
Inc. IBM is a registered trademark of International Business Machines Corporation.
P.O. Box 8020, 600 Galveston Drive, Redwood City, CA 94063
©1988 Epyx, Inc.
Part No. 195OA-60